Problems with Textured Quad's texture showing up black

I initialize that quad with this
this.quad = new Quad(Vector3.Zero, Vector3.Up, Vector3.Backward, 1, 1);

I've tried almost every combination of Normal and Left vector, no matter where the quad is drawn, the quad is completely black.

what am i doing wrong here? is the texture's information lost when i'm passing it around? am i mapping the texture positions wrong?

ps: Texture, lighting are enabled.

public class Quad
{
public VertexPositionNormalTexture[] Vertices;
public Vector3 Origin;
public Vector3 Up;
public Vector3 Normal;
public Vector3 Left;
public Vector3 UpperLeft;
public Vector3 UpperRight;
public Vector3 LowerLeft;
public Vector3 LowerRight;
public int[] Indexes;

There are lots of reasons the quad could be black, here are a few things I like to do to debug:

Turn off lightning and set on vert color to ensure the orientation of the quad is as I expected.

User a sample texture, if possible, to ensure texture data is valid (I get a lot of issues with different versions of pipelines failing
to load textures because the formats wasn't what I expected. DDS has
sub formats that can be tricky if you are making your own data)

Check if the texture is visible with lightning off

Once you flip lightning on you want to make sure you have lightning values set for all the vertices

Try turning up the ambient value of your system to full

If none of this works look closely at the area where you are passing the vertex lightning values, the vertex normal values, and the lighting down to the hardware.